Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(2 edits)

Is it just me or has the run speed been toned down too? It finally feels reasonable instead of making you run headfirst into wallspikes. Anyway, here's a bunch of things that caught my attention:

  • The turtles reset their annoyance timer the moment you jump off their backs, so you can just keep tapping that jump key to be able to ride one for as long as you like
  • Holding the run key makes you unable to perform an airjump (not sure if intentional, but if it is then it can be circumvented by briefly releasing the key before pressing jump)
  • Personal opinion, but I feel you should be able to do an airjump after falling off a ledge too, and not only from a jump
  • There's a small spot in the main menu screen where you can hit both resolution and controls at the same time
  • I managed to get semi-stuck below a ledge, though pressing down released me. See pic:
  • Running sometimes allows you to tunnel through spikes and grab the wall behind them, though there's no way to get out without dying

Well, this turned out to be mostly a bug report, but hopefully it'll be useful. I'm enjoying the game so far and the art is super cute, although I must say I'm not a fan of the 30fps limit, especially in a fast precision platformer like this.

Thank you for the feedback!

The run speed has been reduced, glad it feels better now.

  • The spikebuggles are like that on purpose, they don't mind Bun hopping on em but if she rides too long without moving they knock her off.
  • No double jump when running is also intentional, as is the way to get around it as I thought it was funny so I left it alone.
  • I actually meant to allow a jump when falling off a ledge but it broke when I changed how jumps work. I'll fix it!
  • I thought I'd fixed the title issue, guess not. I'll look into it!
  • Getting stuck on the bottom of ledges is a known issue with the walljump. I'm working on it. =)
  • Same with running behind spikes. Or rather I knew it might be a problem as I forgot to calculate speed before collision for the wall spikes.


I'm looking into FPS fixes now. There's an oddity with animation speeds that needs fixing before I can get it working but it will be 60fps when everything is said and done.

Again, Thank you! I'm glad you enjoyed it despite the issues. I'll get to fixing things for the next (possibly final) release. ^.^